PM3.6 - Meta Knight - Subaction - ThrowLw

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Stats

IASA: None
Hitboxes active: 11-13, 17-19, 23-25, 29-31, 35-37, 49
Hitbox set 0 hits: 11, 17, 23, 29, 35, 49
Subaction Index: 0x75

Throw

Frame: 49

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
1 30 200 50 Normal Unique AerialAndGrounded 8 false

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frames:11-13

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang SDI Mult Remain Grabbed Freeze frame disable Shieldstun Hitlag Targets
0 0 1 10 0 100 270 Normal MagicZap AD false 0 true true 2 3

Frames:17-19

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang SDI Mult Remain Grabbed Freeze frame disable Shieldstun Hitlag Targets
0 0 1 10 0 100 270 Normal MagicZap AD false 0 true true 2 3

Frames:23-25

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang SDI Mult Remain Grabbed Freeze frame disable Shieldstun Hitlag Targets
0 0 1 10 0 100 270 Normal MagicZap AD false 0 true true 2 3

Frames:29-31

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang SDI Mult Remain Grabbed Freeze frame disable Shieldstun Hitlag Targets
0 0 1 10 0 100 270 Normal MagicZap AD false 0 true true 2 3

Frames:35-37

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang SDI Mult Remain Grabbed Freeze frame disable Shieldstun Hitlag Targets
0 0 1 10 0 100 270 Normal MagicZap AD false 0 true true 2 3

Frame:49

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Shieldstun Hitlag Targets
0 0 3 50 200 90 Normal MagicZap AD false true 3 3

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 1, trajectory: 50, kbg: 200, wdsk: 0, bkb: 30, effect: Normal, unk0: -0.9984, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
  2. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 3, trajectory: 45, kbg: 100, wdsk: 100, bkb: 0, effect: Normal, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
  3. AsyncWait(10.0)
  4. loop 5 times:
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 270, wdsk: 10, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 4.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: true, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: false })
    2. SyncWait(3.0)
    3. DeleteAllHitBoxes
    4. SyncWait(3.0)
  5. AsyncWait(48.0)
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 90, wdsk: 0, kbg: 200, shield_damage: 0, bkb: 50, size: 7.0, x_offset: 0.0, y_offset: 4.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: true, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  7. AsyncWait(49.0)
  8. ApplyThrow { unk0: 0, bone: 74, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  9. DeleteAllHitBoxes

GFX

  1. AsyncWait(48.0)
  2. GraphicEffect(GraphicEffect { graphic: 9, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })

SFX

  1. SoundEffect1(220)
  2. AsyncWait(1.0)
  3. Subroutine(0x2a870)
  4. SyncWait(8.0)
  5. SoundEffect1(112)
  6. SoundEffect1(114)

Other

  1. ModelChanger { reference: 1, switch_index: 2, bone_group_index: 0 }
  2. AsyncWait(10.0)
  3. Rumble { unk1: 12, unk2: 0 }
  4. AsyncWait(16.0)
  5. Rumble { unk1: 12, unk2: 0 }
  6. AsyncWait(23.0)
  7. Rumble { unk1: 12, unk2: 0 }
  8. AsyncWait(28.0)
  9. Rumble { unk1: 12, unk2: 0 }
  10. AsyncWait(34.0)
  11. Rumble { unk1: 12, unk2: 0 }
  12. AsyncWait(46.0)
  13. Rumble { unk1: 12, unk2: 0 }
  14. AsyncWait(48.0)
  15. ScreenShake { magnitude: 1 }
  16. Rumble { unk1: 12, unk2: 0 }
  17. AsyncWait(58.0)
  18. Rumble { unk1: 12, unk2: 0 }
  19. AsyncWait(72.0)
  20. Rumble { unk1: 15, unk2: 0 }